/// <summary>
/// Equips an item in an equipment slot
/// </summary>
public void EquipItem(Item item, int slot)
{
_equipment[slot] = item.DynamicID;
if (!Items.ContainsKey(item.DynamicID))
Items.Add(item.DynamicID, item);
item.Owner = _owner;
item.Attributes[GameAttribute.Item_Equipped] = true; // Probaly should be handled by Equipable class /fasbat
item.Attributes.SendChangedMessage(_owner.InGameClient);
item.SetInventoryLocation(slot, 0, 0);
}